Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.
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freshtechbro/claudedesignskills☆ 11102025年11月20日 更新
Page transitions library for creating fluid, smooth transitions between website pages. Use this skill when implementing page transitions, creating SPA-like experiences, adding animated route changes, or building websites with smooth navigation. Triggers on tasks involving Barba.js, page transitions, routing, view management, transition hooks, GSAP integration, or smooth page navigation. Works with gsap-scrolltrigger for transition animations.
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freshtechbro/claudedesignskills☆ 11102025年11月20日 更新
Declarative web framework for building browser-based 3D, VR, and AR experiences using HTML and entity-component architecture. Use this skill when creating WebXR applications, VR experiences, AR experiences, 360-degree media viewers, or immersive web content with minimal JavaScript. Triggers on tasks involving A-Frame, WebXR, VR development, AR development, entity-component-system, declarative 3D, or HTML-based 3D scenes. Built on Three.js with accessible HTML-first approach.
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freshtechbro/claudedesignskills☆ 11102025年11月20日 更新
Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features.
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freshtechbro/claudedesignskills☆ 11102025年11月20日 更新
Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.
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freshtechbro/claudedesignskills☆ 11102025年11月20日 更新
Meta-skill for combining Three.js, GSAP ScrollTrigger, React Three Fiber, Motion, and React Spring for complex 3D web experiences. Use when building applications that integrate multiple 3D and animation libraries, requiring architecture patterns, state management, and performance optimization across the stack. Triggers on tasks involving library integration, multi-library architectures, scroll-driven 3D experiences, physics-based 3D animations, or complex interactive 3D applications.
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freshtechbro/claudedesignskills☆ 11102025年11月20日 更新
Guide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Claude's capabilities with specialized knowledge, workflows, or tool integrations.
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freshtechbro/claudedesignskills☆ 11102025年11月20日 更新
Analyze workflow patterns using the Agent Monitor's workflow intelligence API — orchestration DAGs, tool flow transitions, subagent effectiveness, model delegation patterns, error propagation by depth, concurrency lanes, compaction impact, and agent co-occurrence. Produces prioritized optimization recommendations with quantified impact.
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hoangsonww/Claude-Code-Agent-Monitor☆ 11062026年10月22日 更新
Trace error propagation through a multi-agent session by agent depth — where failures originated, the depth at which they appeared, and how they cascaded up to parent agents — using the Agent Monitor workflow intelligence API and the session event stream. Use when a multi-agent run failed and you need to find the origin and blast radius of the failure.
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hoangsonww/Claude-Code-Agent-Monitor☆ 11062026年10月22日 更新
Create a workflow-intelligence report from CCAM orchestration, delegation, tool flow, concurrency, complexity, compaction, and fleet-run data. Use for architecture reviews, agent-fleet analysis, or workflow optimization reports.
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hoangsonww/Claude-Code-Agent-Monitor☆ 11062026年10月22日 更新
Summarize Workflow-tool fleet runs from the Agent Monitor — these fleets emit no hooks and are ingested from on-disk run journals. List recent runs with status and agents-per-run, then drill into a single run's per-agent detail. Reconciles against the live run-state endpoints. Use when reviewing Workflow() fleets rather than hook-instrumented interactive sessions.
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hoangsonww/Claude-Code-Agent-Monitor☆ 11062026年10月22日 更新
Summarize a sprint's worth of Claude Code activity — sessions grouped by project (cwd), per-model cost breakdown, token efficiency (cache hit rate, compaction baselines), subagent effectiveness from workflow API, velocity metrics (turn_count, turn_duration_ms), and tool diversity across the sprint.
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hoangsonww/Claude-Code-Agent-Monitor☆ 11062026年10月22日 更新
Report concurrency and parallelism for a session — how many agents ran in parallel, concurrency-lane utilization, peak parallel width, and serialization bottlenecks (sequential chains that could have run as parallel lanes) — using the Agent Monitor workflow intelligence API. Use when checking whether a multi-agent session used parallelism efficiently.
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hoangsonww/Claude-Code-Agent-Monitor☆ 11062026年10月22日 更新
Calculate a productivity score using actual Agent Monitor metrics — session completion rates, cache efficiency (cache_read vs input), compaction pressure (baseline tokens), turn velocity (turn_count / total_turn_duration_ms), tool success ratio (PreToolUse vs PostToolUse), and the workflow intelligence API's complexity and effectiveness scores.
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hoangsonww/Claude-Code-Agent-Monitor☆ 11062026年10月22日 更新
Detect recurring patterns using the Agent Monitor's workflow intelligence — toolFlow transitions (tool A → B frequency matrices), recurring workflow patterns, agent co-occurrence pairs, model delegation habits, error propagation paths by agent depth, and compaction triggers. Use to discover habitual usage patterns and anti-patterns.
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hoangsonww/Claude-Code-Agent-Monitor☆ 11062026年10月22日 更新
Git operations: commits, branches, PRs, and conflict resolution
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vstorm-co/pydantic-deepagents☆ 11052026年10月21日 更新
Define, validate, run, resume, and audit repo-local multi-step automations with current `asc workflow` and `.asc/workflow.json`, including step outputs and safe release/TestFlight workflows.
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rorkai/app-store-connect-cli-skills☆ 10982026年10月20日 更新
Use when writing, reviewing or debugging Luau in a Roblox experience: task.spawn vs task.defer vs task.wait, replacing wait() or spawn(), Deferred events and SignalBehavior, handlers running in the wrong order or not at all, 'attempt to yield across metamethod/C-call boundary', --!strict and the new type solver, typed classes and metatables, Destroy and cleanup, 'server memory keeps growing' or memory leaks, Parallel Luau with Actors and SharedTable, 'not safe to write in parallel', --!native or 'make this script faster', buffers, coroutines.
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scenario-labs/skills☆ 10882026年10月23日 更新
Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".
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scenario-labs/skills☆ 10882026年10月23日 更新
Use when an agent drives Unreal Engine 5.8 on a Mac for any task: Editor Python (the unreal module), headless UnrealEditor-Cmd -run=pythonscript jobs, Epic's Unreal MCP server, the Remote Control API, console commands and cvars; when a script breaks on 5.8 (EditorLevelLibrary, Remote Control calls refused, Substrate materials black, MRQ presets); when a level, material, shot or build must be judged by numbers and a screenshot before it is called done; or when a brief must go to the right scenario-unreal-* specialist.
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scenario-labs/skills☆ 10882026年10月23日 更新
Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not produce class with ID', Task.Run freezing the browser, WebGL 2 vs WebGPU, .jslib and SendMessage interop, a page text field that gets no keystrokes, mobile browsers crashing, HTTPS for sensors, hosting and rollout.
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scenario-labs/skills☆ 10882026年10月23日 更新
Use when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests, batch-mode, command-line or CI builds (Build Profiles, GameCI, GitHub Actions, Accelerator), editor tools; or when textures import wrong or reimport every run, a scripted edit vanishes, bundles duplicate assets, a batch build ignores its defines, or CI cannot activate Unity.
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scenario-labs/skills☆ 10882026年10月23日 更新
Use when Godot 4.7 work must run without a mouse or at scale: batch import of hundreds of GLB props or an AI image-to-3D art drop, naming rules, import presets and post-import scripts, editor plugins, EditorScript and @tool, EditorImportPlugin, GUT or gdUnit4 tests in CI, a GitHub Actions export workflow, GDExtension basics, or a Godot MCP server; also when --import is slow, textures stay uncompressed, tests pass locally but CI fails, or an export ships test folders.
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scenario-labs/skills☆ 10882026年10月23日 更新
Use when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce). Also when a scripted import ignores its settings or names, a Python validator never runs, or a Mac build will not package.
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scenario-labs/skills☆ 10882026年10月23日 更新